So…Here’s Cosmonaut.

Advertisements

I have been trying out Unity3D recently, and as my trial draws to a close, I am really considering purchasing it. It is by far the best 3D game development environment I have ever used, and I have used my fair share of those. I haven’t really started anything too in-depth, as it might be some time before I can raise the $200 for an indie license, but I did manage to make a couple minigames…just click the images to check them out.

Tomb Jumper Released

March 19, 2009

Tomb Jumper, a nine-level, challenging, platformer has been released. I think it’s humorous how it’s so stylistically different from Resist!

Resist! Released

March 14, 2009

resistlogo-copy

Resist! has been released. It can be downloaded here.

Game Updates

March 11, 2009

A Death Foreordained and Engineer have both been updated to fix a few bugs. Shortest blog post ever.

A Death Foreordained

February 28, 2009

Download A Death Foreordained

A Death Foreordained is my entry in a 48-hour game jam hosted by RPGDX. The theme was “lofi,” and as you can see, it’s pretty graphically simple. My goal was to make a arcade/RPG hybrid, but it ended up turning out a bit more arcadey than I wanted. There are some really good looking other entries to the jam, and I will be going over a couple of them in the near future.

Cockpit Compo

February 21, 2009

TIG is having a competition, with cockpits as the the theme. I am building a cel-shaded mech game, with a couple twists. Here’s an early screen.

Engineer Released

January 15, 2009

engineerss2

Engineer is a tower defense game with a bit of Robotron thrown in. Instead of killing a ton of zombies by hand, you get to build turrets to kill them, and walls to redirect them. Check it out here.

I have recently discovered Mo’Minis Studio, a piece of software designed to bring mobile game creation to the masses. Their website promises that “Mo’Minis Studio allows fast creation of quality mobile games. It is designed to serve advanced as well as non-skilled developers and does not require any programming knowledge.” I am still skeptical as to how painless the entire process is going to be, though.

The main thing that worries me about Mo’Minis is the distribution model. You do not get to compile your own games and distribute them yourself. Instead you submit your games to the Mo’Minis developers, and they test/compile it for you. They also use ties that they have with an Israeli based mobile phone company. Mo’Minis Studio is said to be able to develop games for dozens of cell phone models, and if this is so, then it may just be easier to have someone else optimize and test it for you, so the limited distribution model may prove to work out. I have submitted my first game, and am looking forward to seeing exactly how this process goes.

My game is a lame George W. Bush shoe throwing game. I have ripped on these in the past, but it was a simple concept that I could throw together to test the waters.

bushshoe

A rapid way of developing mobile games really needs to exist, and I am excited to hear back from Mo’Minis. As far as I’m concerned, the software is easy enough to use, and is very polished. We’ll see if Mo’Minis can revolutionize game creation in the mobile world like programs like Game Maker have done for the PC market.

Aphrodisias Released

December 30, 2008

aphrodisiasscreen

Aphrodisias is a small shooter. So small that it is only 20×20 pixels big. When a game is completed, Aphrodisias sends the level results through magical Internet tubes and updates one big image. Download it here.